Generation VI Level Up |
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— |
Astonish |
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30 |
100 |
15 |
30 |
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
— |
Protect |
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-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
5 |
Disable |
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-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
9 |
Haze |
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-- |
-- |
30 |
-- |
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
13 |
Night Shade |
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|
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
17 |
Hex |
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|
65 |
100 |
10 |
-- |
This relentless attack does massive damage to a target affected by status problems. |
21 |
Will-O-Wisp |
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|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
25 |
Ominous Wind |
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|
60 |
100 |
5 |
10 |
The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once. |
29 |
Curse |
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-- |
-- |
10 |
-- |
A move that works differently for the Ghost type than for all other types. |
33 |
Power Split |
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-- |
-- |
10 |
-- |
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's. |
33 |
Guard Split |
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-- |
-- |
10 |
-- |
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's. |
37 |
Shadow Ball |
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|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
41 |
Grudge |
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-- |
-- |
5 |
-- |
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out. |
45 |
Mean Look |
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-- |
-- |
5 |
-- |
The user pins the target with a dark, arresting look. The target becomes unable to flee. |
49 |
Destiny Bond |
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-- |
-- |
5 |
-- |
When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. |
TM & HM Attacks |
|
TM04 |
Calm Mind |
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-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
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|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
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|
60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM17 |
Protect |
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|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
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|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
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|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
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|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
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|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 |
Shadow Ball |
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|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM32 |
Double Team |
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|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
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|
60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
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|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM53 |
Energy Ball |
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|
90 |
100 |
10 |
10 |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM61 |
Will-O-Wisp |
|
|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
TM70 |
Flash |
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|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 |
Infestation |
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|
20 |
100 |
20 |
100 |
The target is infested and attacked for four to five turns. The target can't flee during this time. |
TM85 |
Dream Eater |
|
|
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM87 |
Swagger |
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|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
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|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
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|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
|
|
70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM97 |
Dark Pulse |
|
|
80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
TM100 |
Confide |
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|
-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
Egg Moves (Details) |
Ally Switch |
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|
-- |
-- |
15 |
-- |
Details |
The user teleports using a strange power and switches its place with one of its allies. |
Disable |
|
|
-- |
100 |
20 |
-- |
Details |
For four turns, this move prevents the target from using the move it last used. |
Endure |
|
|
-- |
-- |
10 |
-- |
Details |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Fake Tears |
|
|
-- |
100 |
20 |
-- |
Details |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
Heal Block |
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|
-- |
100 |
15 |
-- |
Details |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
Imprison |
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|
-- |
-- |
10 |
-- |
Details |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
Memento |
|
|
-- |
100 |
10 |
-- |
Details |
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. |
Nasty Plot |
|
|
-- |
-- |
20 |
-- |
Details |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
Nightmare |
|
|
-- |
100 |
15 |
-- |
Details |
A sleeping target sees a nightmare that inflicts some damage every turn. |
Toxic Spikes |
|
|
-- |
-- |
20 |
-- |
Details |
The user lays a trap of poison spikes at the opponent's feet. They poison opponents that switch into battle. |